;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1995 by MicroProse Software
;
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
3       ; Road movement multiplier
2       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
10      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
1       ; Settlers eat (govt <= Monarchy)
2       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
14      ; Riot factor based on # cities (higher factor lessens the effect)
8       ; Aqueduct needed to exceed this size
12      ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
5       ; Base time for engineers to transform terrain (x2)
3       ; Monarchy  pays support for all units past this
6       ; Communism pays support for all units past this
6       ; Fascism pays support for all units past this
0       ; Communism is equivalent of this palace distance.
30      ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
10      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
10      ; Max effective science rate in fundamentalism (x10, so 5 = 50%)

;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Ancient
;             1 = Renaissance
;             2 = Industrial Revolution
;             3 = Modern
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
British,            4,-2,  nil, no,  3, 4    ; AFl
Merchantilism,      5, 1,  nil, nil, 1, 1    ; Alp
Amphibious Warfare, 3,-2,  Nav, Mys, 3, 0    ; Amp
German,             4, 1,  nil, no,  3, 3    ; Ast
Russian,            4,-1,  nil, no,  3, 3    ; Ato
Automobile,         6,-1,  E2,  Stl, 3, 4    ; Aut
Banking,            4, 1,  Cur, nil, 1, 1    ; Ban
Bridge Building,    4, 0,  nil, nil, 0, 4    ; Bri
Propaganda,         6,-1,  Aut, Tac, 3, 2    ; Bro
Christianism,       5, 0,  nil, nil, 0, 2    ; Cer
French,             5,-1,  nil, no,  3, 4    ; Che
Spanish,            4,-2,  nil, no,  3, 4    ; Chi
Turk,               4, 1,  nil, no,  3, 4    ; CoL
Combined Arms I,    5,-1,  Amp, Gen, 3, 0    ; CA 
Neutral,            5,-1,  nil, no,  3, 4    ; Cmb
Communism,          5, 0,  Ato, Ind, 2, 2    ; Cmn
Computers,          4, 1,  Min, Aut, 3, 4    ; Cmp
Not Spanish,        7,-1,  nil, no,  3, 4    ; Csc
Construction,       4, 0,  nil, nil, 0, 4    ; Cst
The Corporation,    4, 0,  Ind, Eco, 2, 1    ; Cor
Currency,           4, 1,  nil, nil, 0, 1    ; Cur
Democracy,          5, 1,  Pot, War, 2, 2    ; Dem
Economics,          4, 1,  nil, nil, 2, 1    ; Eco
Not French,         4, 0,  nil, no,  3, 4    ; E1 
Electronics,        4, 1,  Stl, Cor, 3, 4    ; E2 
Spanish and French, 4, 0,  nil, no,  3, 4    ; Eng
Not Russian,        3, 1,  nil, no,  3, 4    ; Env
Not German,         2,-1,  nil, no,  3, 4    ; Esp
Explosives,         5, 0,  nil, nil, 2, 4    ; Exp
Not British,        4,-1,  nil, no,  3, 4    ; Feu
Flight I,           4,-1,  Gun, Cor, 2, 4    ; Fli
Fascism,            3,-2,  nil, no,  3, 4    ; Fun
Not SpaTurGerNeu,   3, 0,  nil, no,  3, 4    ; FP 
Flight II,          3, 2,  Fli, SE,  3, 0    ; Gen
Guerrilla Warfare,  4, 1,  nil, nil, 3, 0    ; Gue
Military Tac. I,    8,-2,  nil, nil, 3, 0    ; Gun
Flight III,         4,-1,  Gen, E2,  3, 0    ; Hor
Industrialization,  6, 0,  nil, nil, 2, 1    ; Ind
Islamism,           6, 0,  nil, no,  0, 2    ; Inv
Flight IV,          5,-1,  Hor, CA,  3, 0    ; Iro
Military Tac. III,  4,-1,  Tac, Mas, 3, 0    ; Lab
The Laser,          4, 0,  NF,  Phy, 3, 3    ; Las
Jet Flight I,       5,-1,  Iro, Mag, 3, 0    ; Ldr
Literacy,           5, 2,  nil, nil, 0, 3    ; Lit
Jet Flight II,      4,-2,  Ldr, Med, 3, 0    ; Too
Combined Arms II,   4,-1,  Iro, CA,  3, 0    ; Mag
American Support I, 6,-1,  Too, Mag, 3, 0    ; Map
Defensive Tac. 1,   4, 1,  nil, nil, 3, 0    ; Mas
Wellfare State,     5, 0,  Dem, Ind, 3, 2    ; MP 
American Support II,4,-1,  Map, NF,  3, 0    ; Mat
Rocketry II,        4, 0,  Roc, Phy, 3, 0    ; Med
Radar,              6,-2,  Hor, AFl, 3, 0    ; Met
Miniaturization,    4, 1,  Ind, E2,  3, 4    ; Min
Mobile Warfare I,   8,-1,  nil, nil, 3, 0    ; Mob
Monarchy,           5, 1,  nil, nil, 0, 2    ; Mon
Rocketry III,       5, 1,  Med, Min, 3, 4    ; MT 
Naval Tactics I,    4, 0,  nil, nil, 3, 0    ; Mys
Navigation,         6,-1,  nil, nil, 1, 1    ; Nav
Nuclear Fission,    6,-2,  Aut, Roc, 3, 3    ; NF 
Sonar,              3, 0,  PT,  AFl, 3, 4    ; NP 
Philosophy,         6, 1,  nil, nil, 0, 2    ; Phi
Nuclear Power,      4,-1,  Aut, NF,  3, 3    ; Phy
Naval Tactics II,   4, 1,  Mys, Amp, 3, 0    ; Pla
Chemical War,       4, 0,  Ind, Ref, 3, 0    ; Plu
Naval Tactics III,  4, 0,  Pla, nil, 3, 0    ; PT 
Rationalism,        4, 1,  nil, nil, 1, 2    ; Pot
Radio,              5,-1,  Fli, Gun, 3, 4    ; Rad
Railroad,           6, 0,  nil, nil, 2, 1    ; RR 
Naval Tactics IV,   2, 1,  Pla, PT,  3, 0    ; Rec
Refining,           4, 0,  Ind, nil, 2, 4    ; Ref
Refrigeration,      3, 1,  Ind, San, 3, 1    ; Rfg
The Republic,       5, 1,  nil, nil, 0, 2    ; Rep
Robotics,           5,-2,  Min, NF,  3, 1    ; Rob
Rocketry I,         6,-2,  Iro, nil, 3, 0    ; Roc
Sanitation,         4, 2,  Exp, Ind, 2, 1    ; San
Seafaring,          4, 1,  nil, nil, 0, 1    ; Sea
Space Flight,       4, 1,  Cmp, MT,  3, 3    ; SFl
Naval Tactics V,    3,-2,  Rec, Phy, 3, 0    ; Sth
Defensive Tac. II,  4,-1,  Mas, Fli, 3, 0    ; SE 
Steel,              4,-1,  nil, Ind, 2, 4    ; Stl
Nationalism,        4, 1,  nil, nil, 2, 2    ; Sup
Military Tac. II,   6,-1,  Mas, Gun, 3, 0    ; Tac
Theology,           3, 2,  nil, nil, 1, 2    ; The
Mobile Warfare II,  4, 0,  Mob, Tac, 3, 0    ; ToG
Mobile Warfare III, 4, 2,  Tac, ToG, 3, 0    ; Tra
Education System,   5, 1,  Ind, Lit, 2, 3    ; Uni
French and British, 4,-1,  nil, no,  3, 0    ; War
Impossible Tech,    4,-1,  no,  no,  3, 4    ; Whe
Writing,            4, 2,  no,  no,  0, 3    ; Wri
Future Technology,  1, 0,  no,  no,  3, 3    ; FT 
Colonialism,        3, 0,  nil, nil, 3, 0    ; U1 
Colonization,       3, 0,  nil, nil, 1, 1    ; U2 
Stalinism,          3, 0,  nil, Ato, 3, 2    ; U3 
Jet Flight,         3, 0,  no,  no,  3, 0    ; X1 
Nuclear Navy,       3, 0,  no,  no,  3, 0    ; X2 
Intolerance,        3, 0,  nil, nil, 3, 4    ; X3 
Capitalism,         3, 0,  nil, Env, 3, 2    ; X4 
Inmigration,        3, 0,  no,  no,  3, 4    ; X5 
Air Defense,        3, 0,  no,  no,  3, 0    ; X6 
Ilustration,        3, 0,  no,  no,  2, 4    ; X7 

;
; Above 11 tech slots (U1 to X8) allow you to define your own 
; civilization advances if desired.  Supply the name, the AI 
; value, and the prerequisites.
;
; Then use the "U1", "U2", etc. 
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                   1, 0,    nil,
Parliament,               10, 0,    nil,
Barracks,                  4, 1,    nil,
Granary,                   6, 1,    Rfg,
Church,                    4, 1,    Cer,
MarketPlace,               8, 1,    Cur,
Library,                   8, 1,    Lit,
Courthouse,                8, 1,    Lit,
Entrechments,              8, 0,    Mas,
Waterworks,                8, 2,    Cst,
Bank,                     12, 3,    Ban,
Trade Unions,             12, 3,    Dem,
School,                   16, 3,    Uni,
Public Transport,         16, 4,    MP, 
Mass Media,               10, 4,    Bro,
Factory,                  20, 4,    Ind,
Manufacturing Plant,      32, 6,    Rob,
Nuclear Defense,          20, 4,    Las,
Recycling Center,         20, 2,    no, 
Refinery,                 16, 4,    Ref,
Hydrologic Dam,           24, 4,    E2, 
Nuclear Plant,            16, 2,    Phy,
Stock Exchange,           16, 4,    X4, 
Sewer System,             12, 2,    San,
Supermarket,               8, 3,    Rfg,
Informatic System,        20, 5,    Cmp,
University,               16, 3,    Pot,
Radar,                    10, 2,    Met,
Coastal Fortress,          8, 1,    Mas,
Solar Plant,              32, 4,    no, 
Fishing Harbor,            6, 1,    Sea,
Offshore Platform,        16, 3,    Min,
Airforce Base,            16, 3,    Rad,
Police Station,            6, 2,    Dem,
Naval Base,                8, 3,    Amp,
SS Structural,             8, 0,    no, 
SS Component,             16, 0,    no, 
SS Module,                32, 0,    no, 
(Capitalization),         60, 0,    Cor,
Kibbutz,                  20, 0,    Exp,
National Health Service,  20, 0,    MP, 
La Lonja,                 20, 0,    Eco,
Royal Navy,               20, 0,    Nav,
Plato's Academy,          30, 0,    Phi,
Inquisition,              20, 0,    X3, 
Nations Society,          30, 0,    Alp,
BlitzKrieg,               30, 0,    Mob,
Fascist Rally,            30, 0,    Fun,
Commonwealth,             20, 0,    AFl,
Syndicate,                40, 0,    Dem,
Gaussian School,          30, 0,    Pot,
Elcano's Expedition,      30, 0,    U2, 
BBC,                      30, 0,    Bro,
Haiga Sophia,             40, 0,    Inv,
J. S. Bach's Cathedral,   40, 0,    The,
La Sorbonne,              30, 0,    Pot,
Wall Street,              40, 0,    X4, 
Columbus' Voyage,         40, 0,    RR, 
Arc de Triomphe,          40, 0,    Dem,
Eiffel Tower,             30, 0,    Stl,
Public Suffrage,          60, 0,    Ind,
Rhr Channels,            60, 0,    E2, 
Manhattan Project,        60, 0,    NF, 
The Vatican,              60, 0,    Cer,
Sputnik Program,          60, 0,    SFl,
Colectivization Plans,    60, 0,    U3, 
Politburo,                60, 0,    Cmn,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Kibbutz
nil,        ; National Health Service
nil,        ; La Lonja
nil,        ; Royal Navy
Ind,        ; Plato's Academy
nil,        ; Inquisition
Fun,        ; Nations Society
NF,         ; BlitzKrieg
nil,        ; Fascist Rally
Cmn,        ; Commonwealth
nil,        ; Syndicate
nil,        ; Gaussian School
nil,        ; Elcano's Expedition
nil,        ; BBC
Aut,        ; Haiga Sophia
nil,        ; J. S. Bach's Cathedral
nil,        ; La Sorbonne
nil,        ; Wall Street
nil,        ; Columbus' Voyage
nil,        ; Arc de Triomphe
nil,        ; Eiffel Tower
nil,        ; Public Suffrage
nil,        ; Rhr Channels
nil,        ; Manhattan Project
Cmn,        ; The Vatican
nil,        ; Sputnik Program
nil,        ; Colectivization Plans
nil,        ; Politburo


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Civil Guards, nil, 0,  1.,0,  4a,5d,  2h,1f,  4,0,  1, Chi, 000000000000000
Engineers,    nil, 0,  2.,0,  0a,2d,  2h,1f,  4,0,  5, Exp, 000000000000010
Air Defense,  nil, 0,  1.,0,  0a,4d,  3h,1f,  8,0,  1, SE,  010000000000000
SS,           nil, 0,  1.,0,  3a,6d,  2h,1f,  4,0,  1, Ast, 000000000000000
Red Army,     Env, 0,  1.,0,  6a,5d,  2h,1f,  6,0,  1, Gun, 000000000000000
Wehrmacht,    Esp, 0,  1.,0,  8a,5d,  2h,1f,  8,0,  1, Gun, 000000000000100
British Inf., Feu, 0,  1.,0,  6a,5d,  2h,1f,  6,0,  1, Gun, 000000000000000
Unit 8,       no,  0,  0.,0,  1a,0d,  0h,0f,  1,0,  0, no,  000000000000000
Falangists,   Csc, 0,  1.,0,  7a,5d,  2h,1f,  7,0,  0, Fun, 000101000000000
Partisans,    nil, 0,  1.,0,  4a,3d,  2h,1f,  4,0,  0, Gue, 000001000000010
Dewoitine,    E1,  1, 10.,1,  6a,3d,  3h,2f,  8,0,  3, Gen, 000000000010000
Infantry,     nil, 0,  1.,0,  5a,4d,  2h,1f,  5,0,  1, nil, 000000000000000
Special Forces,Feu, 0,  1.,0,  8a,5d,  2h,1f,  8,0,  0, CA,  000000100000100
Luftwaffe,    Esp, 0,  1.,0,  6a,4d,  2h,1f,  7,0,  0, CA,  000000100000000
Mech. Infantry,nil, 0,  3.,0,  6a,6d,  3h,1f,  6,0,  1, Lab, 000000000000000
Sherman,      Feu, 0,  2.,0, 12a,6d,  3h,1f, 12,0,  0, Tra, 000000000000000
KV-1,         Env, 0,  2.,0, 10a,6d,  3h,1f, 10,0,  0, ToG, 000000000000000
Poison Gas,   nil, 1,  5.,1, 10a,1d,  2h,1f,  4,0,  3, Plu, 001000000000000
Tiger I,      Esp, 0,  2.,0, 12a,5d,  3h,1f, 10,0,  0, ToG, 000000000000000
Pzkw4 Tank,   nil, 0,  2.,0, 10a,5d,  3h,1f,  8,0,  0, Ast, 000000000000000
T-34,         Esp, 0,  2.,0, 12a,6d,  3h,1f, 12,0,  0, Tra, 000000000000000
Panther G,    Esp, 0,  2.,0, 12a,7d,  3h,1f, 12,0,  0, Tra, 000000000000000
Light Tank,   nil, 0,  2.,0,  8a,5d,  3h,1f,  8,0,  0, Mob, 000000000000000
Heavy Tank,   nil, 0,  2.,0, 11a,5d,  3h,1f, 10,0,  0, Tra, 000000000000000
88mm Artillery,nil, 0,  1.,0, 13a,3d,  3h,1f,  9,0,  0, Tac, 000000000000000
Artillery,    nil, 0,  1.,0, 10a,1d,  3h,1f,  7,0,  0, Gun, 000000000000000
Antitank,     nil, 0,  1.,0,  3a,4d,  2h,1f,  8,0,  1, Tac, 000010000000000
Fighter,      Map, 1,  8.,1,  4a,2d,  2h,1f,  5,0,  3, Fli, 000000000010000
Bomber,       Mat, 1,  8.,2, 10a,2d,  3h,2f, 10,0,  3, Gen, 000000000000000
Helicopter,   nil, 1,  6.,0, 10a,3d,  2h,2f, 10,0,  3, Mag, 000000000000000
F-15,         FP,  1, 12.,1,  7a,6d,  3h,2f, 12,0,  3, Map, 000000000010000
B-52,         FP,  1, 16.,2, 14a,5d,  3h,2f, 16,0,  3, Mat, 000000000000000
Freighter,    nil, 2,  4.,0,  0a,1d,  2h,1f,  3,3,  4, Ind, 000000000000000
Super BShip,  nil, 2,  7.,0, 12a,12d, 4h,2f, 16,0,  2, Rec, 000000000000000
Royal Navy BS,Feu, 2,  5.,0, 14a,12d, 4h,2f, 18,0,  2, Sth, 010000000000000
Nuclear Sub,  nil, 2,  9.,0, 15a,6d,  3h,2f, 10,0,  2, Sth, 000000000001000
Mdn. Frigate, nil, 2,  8.,0,  7a,3d,  3h,1f,  6,0,  2, Mys, 100000000000000
Destroyer,    nil, 2,  6.,0,  5a,5d,  3h,1f,  6,0,  2, Mys, 000000000000000
Light Cruiser,nil, 2,  6.,0,  6a,6d,  3h,1f,  8,0,  2, Pla, 000000000000000
Heavy Cruiser,nil, 2,  5.,0,  8a,8d,  3h,1f,  9,0,  2, PT,  000000000000000
Battleship,   nil, 2,  4.,0, 10a,10d, 4h,2f, 12,0,  2, PT,  000000000000000
Submarine,    nil, 2,  4.,0, 10a,2d,  3h,1f,  6,0,  2, Pla, 000000000001000
Carrier,      nil, 2,  6.,0,  0a,8d,  4h,2f, 15,0,  2, PT,  010000010000000
Troop Trans., nil, 2,  7.,0,  0a,5d,  3h,1f,  6,8,  4, PT,  000000000000000
V-2 Rocket,   Esp, 1, 14.,1, 20a,1d,  1h,1f,  7,0,  3, Roc, 001000000000000
NuclearMissile,nil, 1,  4.,1, 99a,1d,  1h,1f, 16,0,  3, Med, 001000000000000
L. Etrangre, nil, 0,  2.,0,  9a,4d,  2h,1f,  8,0,  0, Eng, 000000000000100
Mig-3,        Env, 1, 10.,1,  7a,4d,  2h,2f,  8,0,  3, Gen, 000000000010000
ICBM,         Env, 1, 36.,1, 99a,1d,  1h,1f, 16,0,  3, MT,  001000000000000
Freight,      nil, 0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, Cor, 000000000000010
Churchill,    Feu, 0,  2.,0, 12a,5d,  3h,1f, 11,0,  0, ToG, 000000000000000
Mirage,       E1,  1, 16.,1, 14a,7d,  3h,2f,  4,0,  3, Too, 000000000010000
Sturmkovic,   Env, 1, 10.,1, 10a,5d,  3h,1f, 11,0,  3, Hor, 000000000000000
Tornado,      Feu, 1, 14.,1, 12a,6d,  3h,2f, 14,0,  3, Too, 000000000010000
Mig-21,       Env, 1, 18.,1, 14a,8d,  3h,2f, 16,0,  3, Too, 000000000010000
Me109,        Esp, 1, 12.,1,  8a,4d,  3h,2f,  6,0,  3, Gen, 000000000010000
Stuka,        Esp, 1, 10.,1, 10a,4d,  2h,2f, 10,0,  3, Hor, 000000000000000
Me262,        Esp, 1, 12.,1, 12a,6d,  3h,2f, 12,0,  3, Ldr, 000000000010000
Ju-52,        Esp, 1, 14.,2, 13a,6d,  3h,2f, 14,0,  3, Iro, 000000000000000
Spitfire,     Feu, 1, 10.,1,  8a,5d,  3h,1f,  8,0,  3, Fli, 000000000010000
Mosquito,     Feu, 1, 11.,1, 10a,5d,  3h,1f, 10,0,  3, Hor, 000000000000000
Lancaster,    Feu, 1, 11.,2, 13a,5d,  3h,2f, 14,0,  3, Iro, 000000000000000


;
; Note: the above 11 unit types (extra land, ship, air, and test units) are 
; available for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 11 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these 11 units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV for the extra units and
: Extra1.wav through extra8.wav for the 8 test units.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Desert,     1,2,  0,1,0,   yes, 1, 5, 5,   yes, 1, 5,  3,  Pln,   ; Drt
Plains,     1,2,  1,1,0,   yes, 1, 5, 1,   For, 4,20,  3,  Grs,   ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 2,   For, 0,10,  0,  Hil,   ; Grs
Forest,     2,3,  1,2,0,   Pln, 0, 5, 5,   no,  0, 5,  0,  Grs,   ; For
Hills,      2,4,  1,0,0,   yes, 1,10, 0,   yes, 5,30,  3,  Pln,   ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  Hil,   ; Mou
Tundra,     1,2,  1,0,0,   yes, 1,10, 1,   no,  0, 0,  0,  Drt,   ; Tun
Glacier,    2,2,  0,0,0,   no,  0, 0, 0,   yes, 1,15,  3,  Tun,   ; Gla
Swamp,      2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Swa
Jungle,     2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Phosphates, 1,2,  1,7,3,
Olive Oil,  1,2,  3,3,3,
Grassland,  1,2,  2,1,0,
Pheasant,   2,3,  3,5,7,
Coal,       2,4,  2,9,2,
Gold,       3,6,  1,1,6,
Game,       1,2,  3,1,0,
Ivory,      2,2,  1,1,4,
Peat,       2,3,  1,4,0,
Gems,       2,3,  1,0,4,
Fish,       1,2,  6,1,2,
Desert Oil, 1,2,  1,18,3,
Wheat,      1,2,  8,2,2,
Grassland,  1,2,  2,1,0,
Mill,       2,3,  2,9,3,
Wine,       2,4,  2,3,7,
Iron,       3,6,  0,9,3,
Furs,       1,2,  2,0,3,
Glacier Oil,2,2,  0,4,0,
Spice,      2,3,  3,0,4,
Fruit,      2,3,  4,1,1,
Petroleum,  1,2,  1,10,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Emperor,     Empress
Monarchy,       King,        Queen
Communism,      Comrade,     Comrade
Fascism,        Fhrer,      Fhress
Republic,       Consul,      Consul
Democracy,      President,   President

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Caesar,       Livia,               0, 1, 1, Romans,      Roman,       0,  1,  1,     1, Dictator, Dictator, 2, Imperator, Imperatrix
Ataturk,      Tanu Hiller,        0, 2, 0, Turks,       Turk,        0,  1,  1,
Adolf Hitler, Eva Braun,           0, 3, 3, Germans,     German,      1,  1, -1,     4, Archbishop, Archbishop, 6, Chancellor, Chancellor
Ramesses,     Cleopatra,           1, 4, 0, Egyptians,   Egyptian,    0,  0,  1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Abe Lincoln,  E. Roosevelt,        0, 5, 1, Americans,   American,   -1,  0,  1,     4, Reverend, Reverend, 5, Speaker, Speaker
Alexander,    Hippolyta,           1, 6, 1, Greeks,      Greek,       0,  1, -1,     6, Prime Minister, Prime Minister
Mohandas Gandhi,Indira Gandhi,     0, 7, 2, Indians,     Indian,     -1, -1,  0,     2, Maharaja, Maharaja,
Lenin,        Catherine the Great, 1, 1, 3, Russians,    Russian,     1,  0, -1,     2, Czar, Czarina, 4, Patriarch, Matriarch
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,        1,  0,  0,
Louis XIV,    Joan of Arc,         0, 3, 3, French,      French,      1,  1,  1,     4, Archbishop, Archbishop, 6, Premier, Premier
Montezuma,    Nazca,               0, 4, 0, Aztecs,      Aztec,       0, -1,  1,
Mao Tse Tung, Wu Zhao,             0, 5, 2, Chinese,     Chinese,     0,  0,  1,     3, Chairman, Chairperson
Henry VIII,   Elizabeth I,         1, 6, 3, English,     English,     0,  1,  0,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Napoleon,     Edith Cresson,       0, 7, 0, French,      French,      1,  1, -1,
Cunobelin,    Boadicea,            1, 1, 0, Celts,       Celtic,     -1,  1,  0,     4, Druid, Druid
Tokugawa,     Amaterasu,           0, 2, 2, Japanese,    Japanese,    1, -1, -1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Josu,        Judith,              1, 3, 3, Jews,        Jew,         1,  1,  0,     1, Warlord, Warlord
Philip II,    Isabella,            1, 4, 3, Spanish,     Spanish,    -1,  1, -1,     4, Archbishop, Archbishop
Gustav,       Gunnhild,            0, 5, 0, Scandinavians, Scandinavian, 0, -1,  0,     2, Shah, Shah,  4, Ayatollah, Ayatollah
Hannibal,     Dido,                0, 6, 1, Carthaginians, Carthaginian, 0,  0, -1,
Josu,        Judith,              0, 7, 0, Sioux,       Sioux,       0,  0,  0,     1, Chief, Chief, 2, Great Chief, Great Chief

Saladin,    ...,     0, 5, Arabs,       Arab,        1,  0,  1,     4, Ayatollah, Ayatollah, 2, Sultan, Sultana
Atawallpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,



;
;   Trading Commodities
;
@CARAVAN
Hides,
Paper,
Beads,
Cloth,
Salt,
Coal,
Copper,
Chemicals,
Wine,
Silk,
Silver,
Weapons,
Steel,
Gold,
Oil,
Uranium,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Road,         R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Clean Pollution,    p
Build Airbase,      E
Go to,              G


@DIFFICULTY
Chieftain
Warlord
Prince
King
Emperor
Deity

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













